Benethor 1 Posted July 5, 2017 Hey guys. First, excuse my bad english please :D I have been working through every tutorial out there, googled everything i could, but i cant locate whats wrong with my Terrain. I am packing with pbo project (actually tried the Arma Tools packer too) and i am able to get my map ingame. No error is given to me. But: At some points on my map, the terrain is not how it should be. The borders between two textures are exactly where they should be, but on some places its just the wrong texture. The wrong texture is allways the sand one, and its just on some plaecs, on other places (with the exact same color code) everything is how it should be. Second problem (which sems to be a common problem, but everything i googled and looked up didnt worked for me), is the clutter not showing up. But in fact the grass clutter on my grass texture works. and the fallen branches on the forest texture work, but nothing else. But everything else is done exactly the same in my configs (at least i think so after checking it a thousand times). Im really desperate right now and i hope someone can help me to find out, which stupid mistake i made. #define _ARMA_ //Class config.bin{ class CfgPatches { class Isle { units[] = {"Isle"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis"}; version = "25/01/2015"; fileName = "Isle.pbo"; author = "your_username"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class Isle: Stratis { cutscenes[] = {}; author = "your_username"; description = "Isle De Groix"; //pictureMap = "yourtag\Isle\data\imagery\yourtag_yourproject_pictureMap.paa"; worldName = "\Isle\Isle.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {1024,1024,500}; seagullPos[] = {1024,1024,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Isle\data\roads\roads.shp"; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class OutsideTerrain { satellite = "Isle\data\SatellitenBildUmgebung.paa"; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "Isle\data\bnt_grass_nopx.paa"; texture = "Isle\data\bnt_grass_co.paa"; }; }; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "Isle.hpp" }; }; }; class CfgWorldList { class Isle{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" class Clutter { class bnt_StrBigFallenBranches_pine: DefaultClutter { model = "a3\plants_f\clutter\c_bigfallenbranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class bnt_StrGrassGreenGroup: DefaultClutter { model = "a3\plants_f\clutter\c_strgrassgreen_group.p3d"; affectedByWind = 0.6; swLighting = "false"; scaleMin = 0.7; scaleMax = 1.0; }; class bnt_GrassDryGroup: DefaultClutter { model = "a3\plants_f\clutter\c_strgrassdry_group.p3d"; affectedByWind = 0.6; swLighting = "false"; scaleMin = 1.6; scaleMax = 2; }; class bnt_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class bnt_StrGrassDry: DefaultClutter { model = "a3\plants_f\clutter\c_strgrassdry.p3d"; affectedByWind = 0.5; swLighting = "false"; scaleMin = 0.8; scaleMax = 1.2; }; class bnt_GrassTall: DefaultClutter { model = "a3\plants_f\clutter\c_grasstall.p3d"; affectedByWind = 0.5; swLighting = "false"; scaleMin = 0.8; scaleMax = 1.2; }; class bnt_Coral4: DefaultClutter { model = "a3\plants_f\clutter\c_coral4.p3d"; affectedByWind = 0.1; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class bnt_Coral5: DefaultClutter { model = "a3\plants_f\clutter\c_coral5.p3d"; affectedByWind = 0.05; swLighting = "false"; scaleMin = 0.2; scaleMax = 0.6; }; }; //---------Clutterlist--------- //-----Branches, common Tree structres (Äste, Zweige etc.)------------- //"r_i_BigFallenBranches_pine", //"r_i_BigFallenBranches_pine02", //"r_i_BigFallenBranches_pine03", //------ Stones etc.--------- //"r_i_StoneGroup", //"r_i_StoneGroup2", //------Gras common grass structures------------- //"r_i_GrassGreenGroup", //"r_i_GrassDry", //"r_i_GrassDryGroup", //"r_i_GrassDryMediumGroup", //"GrassTall", //"GrassGreen", //"GrassDry", //"GrassBrushHighGreen", //"GrassCrookedDead", //"GrassTalltwo", //"GrassLong_DryBunch", //"GrassDesertGroupSoft", //"GrassBunchSmall", //"GrassBrushLowSharp", //"ThistleHighDead", //"ThistleSmallGreenYellow", //"ThistleHigh", //"ThistleSmallYellow", //"ThistleThornGreen", //"ThistleThornGreenSmall", //"ThistleThornBrown", //"ThistleThornBrownSmall", //"ThistleThornGray", //"ThistleThornDesert", //"r_i_ThistlePurpleSmall", //"r_i_ThistleSmallYellow", //"r_i_ThistleYellowShrub", //-----Thorns, Bush structures------- //"r_i_ThornKhakiSmall", //"r_i_ThornKhakiBig", //"r_i_ThornGreenSmall", //"r_i_ThornGreenBig", //"r_i_ThornGraySmall", //"r_i_ThornGrayBig", //"r_i_PlantGreenShrub", //"r_i_PlantGermaderGroup", //-----weed------------------- //"r_i_WeedBrownTallGroup", //"r_i_WeedGreenTall", //------Plants, Pflanzen----------- //"r_i_PlantGreenSmall", //"r_i_PlantMullein", //"r_i_FlowerWhiteSmall", //"PlantGreenSmall", //"FlowerCakile", //"FlowerBrushMediumWhite", //"FlowerMediumWhite1", //"FlowerLowYellow2", //-----structures, Roads, Concretes (Strassenstrukturen) //"CrackClutter1", //"CrackClutter2", //"CrackClutter3", //"CrackClutter4", //"RubbleClutter6", //"RubbleClutter5", //"RubbleClutter4", //"RubbleClutter2", //"RubbleClutter1", //---------Underwaterplants---------------- //"SeaWeed1", //"SeaWeed2", //"Coral1", //"Coral2", //"Coral3", //"Coral4", class CfgSurfaces { class Default{}; class Water{}; class bnt_concrete: Default { access = 2; files = "bnt_concrete*"; character = "Empty"; soundEnviron = "concrete"; soundHit = "concrete"; rough = 0.05; maxSpeedCoef = 1; dust = 0.15; lucidity = 0.3; grassCover = 0.0; impact = "hitConcrete"; }; class bnt_grass : Default { access = 2; files = "bnt_grass*"; character = "bnt_StratisGreenGrassClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class bnt_acker_leer : Default { files = "bnt_acker_leer*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "bnt_ackerleerclutter"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class bnt_acker_erde : Default { access = 2; files = "bnt_acker_erde*"; character = "bnt_AckerHalbleerClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class bnt_grass_high : Default { access = 2; files = "bnt_grass_high*"; character = "bnt_StratisGreenGrassClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class bnt_busch : Default { access = 2; files = "bnt_busch*"; character = "bnt_StratisGreenGrassClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class bnt_reeds : Default { access = 2; files = "bnt_reeds*"; character = "bnt_StratisGreenGrassClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class bnt_wald: Default { access = 2; files = "bnt_wald*"; character = "bnt_StratisForestPineClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; lucidity = 3.5; grassCover = 0.04; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class bnt_sand: Default { access = 2; files = "bnt_sand*"; character = "empty"; soundEnviron = "drygrass"; soundHit = "soft_ground"; rough = 0.12; maxSpeedCoef = 0.4; dust = 0.4; lucidity = 3.5; grassCover = 0.00; impact = "hitGroundSoft"; surfaceFriction = 2.7; }; }; class CfgSurfaceCharacters { class bnt_StratisForestPineClutter { probability[] = {0.05,0.1,0.05}; names[] = {"bnt_StrBigFallenBranches_pine","StrGrassDryGroup","StrGrassGreenGroup"}; }; class bnt_StratisDryGrassClutter { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"bnt_StrGrassDryGroup","StrGrassDryMediumgroup","StrWeedBrownTallGroup","StrWeedGreenTall","StrThistleYellowShrub","StrPlantMullein"}; }; class bnt_StratisGreenGrassClutter { probability[] = {0.94,0.02,0.02,0.01}; names[] = {"bnt_StrGrassGreenGroup","bnt_GrassTall","StrThornGreenBig","StrPlantGreenShrub"}; }; class bnt_AckerLeerClutter { probability[] = {0.15,0.20,0.6}; name[] = {"bnt_GrassDryGroup","bnt_StrGrassDry", "bnt_WeedGreenTall"}; }; class bnt_AckerHalbleerClutter { probability[] = {0.10,0.10,0.79}; name[] = {"bnt_GrassDryGroup","bnt_StrGrassDry","bnt_GrassTall"}; }; class SeabedClutter { probability[] = {0.4,0.2,0.1,0.01,0.1,0.09,0.1}; names[] = {"SeaWeed1","SeaWeed2","Coral4","Coral1","Coral5","Coral3","Coral2"}; }; }; class Layers { class bnt_grass { texture = ""; material = "isle\data\bnt_grass.rvmat"; }; class bnt_acker_leer { texture = ""; material = "isle\data\bnt_acker_leer.rvmat"; }; class bnt_acker_erde { texture = ""; material = "isle\data\bnt_acker_erde.rvmat"; }; class bnt_grass_high { texture = ""; material = "isle\data\bnt_grass_high.rvmat"; }; class bnt_busch { texture = ""; material = "isle\data\bnt_busch.rvmat"; }; class bnt_wald { texture = ""; material = "isle\data\bnt_wald.rvmat"; }; class bnt_reeds { texture = ""; material = "isle\data\bnt_reeds.rvmat"; }; class bnt_sand { texture = ""; material = "isle\data\bnt_sand.rvmat"; }; class bnt_concrete { texture = ""; material = "isle\data\bnt_concrete.rvmat"; }; }; class Legend { picture = "isle\source\mapLegend.png"; class Colors { bnt_sand[] = {{255, 255, 255}}; bnt_grass[] = {{8, 48, 76}}; bnt_acker_leer[] = {{255, 170, 0}}; bnt_acker_erde[] = {{255, 75, 0}}; bnt_grass_high[] = {{0, 255, 0}}; bnt_busch[] = {{0, 170, 0}}; bnt_wald[] = {{0, 80, 0}}; bnt_reeds[] = {{80, 100, 0}}; }; }; Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 5, 2017 Two things I would check. Make sure the actual rvmat for the texture is correct and make sure you are not exceeding the color limit per grid cell. 1 Share this post Link to post Share on other sites
Benethor 1 Posted July 5, 2017 18 minutes ago, m1lkm8n said: Two things I would check. Make sure the actual rvmat for the texture is correct and make sure you are not exceeding the color limit per grid cell. The rvmats are fine, the textures work as they should in half of the cases. The color per cell was the first thing i thought about. To check this i disabled half of the textures in my mask, even with only four colors on the whole map the problem is the same. Maybe smaller cell sizes would work here, but the main problem with the not appearing clutter stays :/ Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 5, 2017 I wouldn't disable the textures to check I would add the other color to another known working colors. So grass_green[]={{255,255,255},{112,112,122}}; as an example. 1 Share this post Link to post Share on other sites
cupcake_actual 13 Posted July 6, 2017 in the "samples tab" of your mapframe properties, do you have the correct size of your texture mask listed, or the size that you want it to be? if your texture mask is 2048x2048 and you're telling TB that it is anything but, it will cause textures to appear between textures. make sure the numbers in the "samples tab" in reference to the satellite/mask size are the same as the actual size of the files, not what you want them to "stretch to". Don't forget to reexport your layers if you change anything. 1 Share this post Link to post Share on other sites
Benethor 1 Posted July 6, 2017 8 hours ago, cupcake_actual said: in the "samples tab" of your mapframe properties, do you have the correct size of your texture mask listed, or the size that you want it to be? if your texture mask is 2048x2048 and you're telling TB that it is anything but, it will cause textures to appear between textures. make sure the numbers in the "samples tab" in reference to the satellite/mask size are the same as the actual size of the files, not what you want them to "stretch to". Don't forget to reexport your layers if you change anything. Thank you! The texture mask had the wrong sized, didnt change it after upscaling my mask image! Im exporting right now, ill let you know if that solved anything! :) Quote I wouldn't disable the textures to check I would add the other color to another known working colors. So grass_green[]={{255,255,255},{112,112,122}}; as an example. Hm, yes, that would havebeen the easy way :D Share this post Link to post Share on other sites
RoF 241 Posted July 6, 2017 36 minutes ago, Benethor said: Thank you! The texture mask had the wrong sized, didnt change it after upscaling my mask image! Im exporting right now, ill let you know if that solved anything! :) Don't ever upscale, it needs to be 1:1 scale. So if your map samplers say 20480x20480, then that's the size the image should be outside of Terrain Builder as well 1 Share this post Link to post Share on other sites
Benethor 1 Posted July 6, 2017 53 minutes ago, RoF said: Don't ever upscale, it needs to be 1:1 scale. So if your map samplers say 20480x20480, then that's the size the image should be outside of Terrain Builder as well Thats what i mant, figured that out too. I meant i scaled it in Gimp on the actual map size, but i forgot to change it in the the properties. But now that problem is gone, thanks a lot! But what stays, is the clutter problem. As you can see on this picture, the grass clutter on the grass works (to some degree), on the forrest surface only the fallen branches work, and on the field (acker), nothing works... And another noob question here: Do i need to reexport the terrain layers in Terrain Builder after changing the clutter and surface config? Or are they applied while binarizing in pbo project? Share this post Link to post Share on other sites
RoF 241 Posted July 6, 2017 19 hours ago, Benethor said: class bnt_StratisForestPineClutter { probability[] = {0.05,0.1,0.05}; names[] = {"bnt_StrBigFallenBranches_pine","StrGrassDryGroup","StrGrassGreenGroup" }; You dont StrGrassDryGroup in you clutter, and StrGrassGreenGroup is missing bnt_ at start 1 Share this post Link to post Share on other sites
Benethor 1 Posted July 6, 2017 56 minutes ago, RoF said: You dont StrGrassDryGroup in you clutter, and StrGrassGreenGroup is missing bnt_ at start Oh, typos there, thanks! The forest clutter now works, thanks a lot! Im just blind when looking at my own code it seems :D But on my two field surfaces still absolutely no clutter :( Pretty sure its some small stupid mistake too, that i just cant see. I really appreciate your help guys! :) class bnt_acker_leer : Default { files = "bnt_acker_leer*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "bnt_AckerLeerClutter"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class bnt_acker_erde : Default { access = 2; files = "bnt_acker_erde*"; character = "bnt_AckerHalbleerClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class bnt_AckerLeerClutter { probability[] = {0.15,0.20,0.6}; name[] = {"bnt_StrGrassDryGroup","bnt_StrGrassDry", "bnt_WeedGreenTall"}; }; class bnt_AckerHalbleerClutter { probability[] = {0.10,0.10,0.79}; name[] = {"bnt_StrGrassDryGroup","bnt_StrGrassDry","bnt_GrassTall"}; }; class bnt_StrGrassDryGroup: DefaultClutter { model = "a3\plants_f\clutter\c_strgrassdry_group.p3d"; affectedByWind = 0.6; swLighting = "false"; scaleMin = 1.6; scaleMax = 2; }; class bnt_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class bnt_StrGrassDry: DefaultClutter { model = "a3\plants_f\clutter\c_strgrassdry.p3d"; affectedByWind = 0.5; swLighting = "false"; scaleMin = 0.8; scaleMax = 1.2; }; class bnt_GrassTall: DefaultClutter { model = "a3\plants_f\clutter\c_grasstall.p3d"; affectedByWind = 0.5; swLighting = "false"; scaleMin = 0.8; scaleMax = 1.2; }; Share this post Link to post Share on other sites
Benethor 1 Posted July 6, 2017 2 hours ago, RoF said: You dont StrGrassDryGroup in you clutter, and StrGrassGreenGroup is missing bnt_ at start Oh, typos there, thanks! The forest clutter now works, thanks a lot! Im just blind when looking at my own code it seems :D But on my two field surfaces still absolutely no clutter :( Pretty sure its some small stupid mistake too, that i just cant see. I really appreciate your help guys! :) class bnt_acker_leer : Default { files = "bnt_acker_leer*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "bnt_AckerLeerClutter"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class bnt_acker_erde : Default { access = 2; files = "bnt_acker_erde*"; character = "bnt_AckerHalbleerClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; class bnt_AckerLeerClutter { probability[] = {0.15,0.20,0.6}; name[] = {"bnt_StrGrassDryGroup","bnt_StrGrassDry", "bnt_WeedGreenTall"}; }; class bnt_AckerHalbleerClutter { probability[] = {0.10,0.10,0.79}; name[] = {"bnt_StrGrassDryGroup","bnt_StrGrassDry","bnt_GrassTall"}; }; class bnt_StrGrassDryGroup: DefaultClutter { model = "a3\plants_f\clutter\c_strgrassdry_group.p3d"; affectedByWind = 0.6; swLighting = "false"; scaleMin = 1.6; scaleMax = 2; }; class bnt_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class bnt_StrGrassDry: DefaultClutter { model = "a3\plants_f\clutter\c_strgrassdry.p3d"; affectedByWind = 0.5; swLighting = "false"; scaleMin = 0.8; scaleMax = 1.2; }; class bnt_GrassTall: DefaultClutter { model = "a3\plants_f\clutter\c_grasstall.p3d"; affectedByWind = 0.5; swLighting = "false"; scaleMin = 0.8; scaleMax = 1.2; }; Edit: GOT IT! I wrote name[] = instead of nameS[] = in the surface characters! :) 1 Share this post Link to post Share on other sites
RoF 241 Posted July 6, 2017 Wow! Good spot, totally missed that lol 1 Share this post Link to post Share on other sites
Benethor 1 Posted July 6, 2017 3 minutes ago, RoF said: Wow! Good spot, totally missed that lol I missed that for a week now, i found it by marking it in Notepad++ and i was confused, why it wasnt green highlighted in every class :D Share this post Link to post Share on other sites
Benethor 1 Posted July 6, 2017 3 hours ago, RoF said: Wow! Good spot, totally missed that lol I missed that for a week now, i found it by marking it in Notepad++ and i was confused, why it wasnt green highlighted in every class :D Now that i got this working, i have a new peoblem. my clutter is really bright, but the ground texture (which are original Arma 3 textures), are really dark. I think that is, because all the config samples i used are from before the lighting update. Can someone help, what i need to change to have them proper illuminated? Share this post Link to post Share on other sites
RoF 241 Posted July 6, 2017 try adding maxClutterColoringCoef to your surfaces like this soundHit = "soft_ground"; grassCover = 0.04; maxClutterColoringCoef = 2.0f; Play around with the number and see if it helps 1 Share this post Link to post Share on other sites
cupcake_actual 13 Posted July 6, 2017 9 hours ago, Benethor said: And another noob question here: Do i need to reexport the terrain layers in Terrain Builder after changing the clutter and surface config? Or are they applied while binarizing in pbo project? you will not need to re export layers when changing info in the config. they are applied in pboproject 1 Share this post Link to post Share on other sites
Benethor 1 Posted July 7, 2017 14 hours ago, RoF said: try adding maxClutterColoringCoef to your surfaces like this soundHit = "soft_ground"; grassCover = 0.04; maxClutterColoringCoef = 2.0f; Play around with the number and see if it helps Thank you, i did :) But it wont help. It does what it should, but i think the clutter (lighing) is fine, I tried terrainBlendMaxDarkenCoef too, but its more that the ground texture isnt affected by any light. I tried making the texture brighter, that works on daytime, but its ugly at night time because its much too bright and saturated then. Edit: I have tried different time settings in Editor, i was wrong, the ground is alright, its the clutter that shines much too bright when the sun i high. In noon and evening it looks great Quote you will not need to re export layers when changing info in the config. they are applied in pboproject Thanks, that saves some time. Yesterday i read somewhere, that it is somehow possible to change the config without needing to repack the whole pbo (which takes 20 minutes every time i change a line in the config). But i couldnt find any advise how to do it. can someone tell me how you do this or where i can read about? :) Share this post Link to post Share on other sites